Files
test2/source/blender/gpu/shaders/infos/gpu_shader_text_info.hh
Clément Foucault 091004f1b8 GPU: GLSL compilation as C++ for gpu static shaders
Allow compilation of shaders using C++ for linting and
IDE support.

Related #127983

Pull Request: https://projects.blender.org/blender/blender/pulls/128724
2024-11-12 18:53:34 +01:00

42 lines
1.1 KiB
C++

/* SPDX-FileCopyrightText: 2022-2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#ifdef GPU_SHADER
# pragma once
# include "gpu_glsl_cpp_stubs.hh"
# include "GPU_shader_shared.hh"
# include "gpu_srgb_to_framebuffer_space_info.hh"
#endif
#include "gpu_shader_create_info.hh"
GPU_SHADER_INTERFACE_INFO(text_iface)
FLAT(VEC4, color_flat)
NO_PERSPECTIVE(VEC2, texCoord_interp)
FLAT(INT, glyph_offset)
FLAT(UINT, glyph_flags)
FLAT(IVEC2, glyph_dim)
GPU_SHADER_INTERFACE_END()
GPU_SHADER_CREATE_INFO(gpu_shader_text)
VERTEX_IN(0, VEC4, pos)
VERTEX_IN(1, VEC4, col)
VERTEX_IN(2, IVEC2, glyph_size)
VERTEX_IN(3, INT, offset)
VERTEX_IN(4, UINT, flags)
VERTEX_OUT(text_iface)
FRAGMENT_OUT(0, VEC4, fragColor)
PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix)
PUSH_CONSTANT(INT, glyph_tex_width_mask)
PUSH_CONSTANT(INT, glyph_tex_width_shift)
SAMPLER_FREQ(0, FLOAT_2D, glyph, PASS)
VERTEX_SOURCE("gpu_shader_text_vert.glsl")
FRAGMENT_SOURCE("gpu_shader_text_frag.glsl")
ADDITIONAL_INFO(gpu_srgb_to_framebuffer_space) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END()